Volleyball drill · Serving
Serve and Chase Relay
Why this drill works
Serving practice fails in youth volleyball for a mundane reason: standing in a line hitting balls is boring, so it gets minimal minutes despite the serve being the one skill every rally begins with and the one a single player controls completely. Wrapping serves in a relay solves the minutes problem with racing energy while the scoring structure quietly teaches the sport’s deepest serving truth, that consistency beats power, since every rushed miss costs a full chase and scores nothing. The chase itself has a bonus curriculum: serve-then-move is the game’s real sequence, and servers who plant roots after contact learn otherwise here.
How to coach it
Let the scoring do the arguing about pace; your voice goes to celebrating the visible breath-and-serve players, which spreads the behavior faster than criticizing the rushers. Hold the around-the-post law with zero flexibility from minute one. Tune the serving line per player without ceremony, because a nine-year-old succeeding from mid-court is learning more than one failing from the real line. And run the pressure and showdown rounds every time; serving is volleyball’s loneliest moment, and manufacturing that loneliness weekly, with stakes framed as all-upside, is how servers get built before games ever test them.
- Ages
- 8–14
- Skill levels
- beginner, developing, intermediate
- Players
- 6–16 (ideal 10)
- Time
- 12 min
- Setting
- indoor
- Space
- Full volleyball court with net
Equipment
- 4-6 volleyballs
- 1 net
- 4 cones
Setup
Two teams line up behind the service line (adjusted forward by age; young servers serve from wherever they can succeed, marked with cones), each team with two or three balls. The loop, demonstrated once: the first player serves over the net, immediately CHASES their own serve by sprinting around the net post (never under the net, stated as law), retrieves their ball wherever it landed, sprints it back around the post, hands it to the next teammate in line, and rejoins the back. A serve into the net or out of bounds still gets chased and returned; the relay never stalls on a miss, but only serves landing IN count toward the team's score. Review the serve itself in thirty seconds, matched to the group: underhand (ball resting on the flat holding hand, striking hand swinging through like a pendulum, no toss) or overhand for older players (small controlled toss in front of the hitting shoulder, firm open-hand contact).
How to run it
- Round 1, the loop at learning pace: each team cycles until every player has served twice. No score yet; the traffic pattern around the posts is being installed, and the coach referees the never-under-the-net law with theatrical vigilance.
- Round 2, first scored race: three minutes on the clock, teams count their IN serves aloud as they accumulate. The tension between hurrying and serving well appears immediately, which is the drill teaching its real lesson: a rushed miss scores zero and still costs a full chase.
- Round 3, target zones: cones divide the receiving court into halves or thirds, and the coach calls the target zone each round. IN serves score one, target-zone serves score three. Aiming enters, and with it the toss and contact discipline aiming requires.
- Round 4, pressure serves: the relay pauses and each player takes one announced serve with the team's accumulated score riding on it (make it and the score doubles the value, miss and nothing is lost, framed to add drama without punishment). Routine under attention is free to practice here and expensive to skip.
- Round 5, weak-zone round: each team votes for its hardest target zone and the whole round pays triple for serves landing there. Teams voluntarily choosing difficulty is the drill quietly teaching practice design.
- Finish with the closest-to-the-cone showdown: one cone in the deep corner, one serve per player, nearest ball wins bragging rights, measured with dramatic pacing by the coach.
What success looks like
IN-serve percentages climb across rounds even as pace rises, the pre-serve breath survives the race (visible as players who stop, set their feet, and serve rather than serving mid-stumble), target-zone calls change where balls actually land, and the around-the-post traffic pattern runs itself without policing.
Coaching cues
- "Around the post, always"
- "Slow is smooth, smooth scores"
- "Same toss, same swing"
- "Breathe, then serve"
Common mistakes
- Racing the serve itself, hitting mid-stumble off the sprint. The scoring already punishes it; make it visible by praising the player who conspicuously stops and breathes before serving, by name, every round.
- Ducking under the net to save seconds, which in real gyms means net cords, poles, and collisions. One warning, then a lap; the law holds because the danger is real.
- Strong servers hogging the fast lane while weak servers dread their turn. The handoff order is fixed and rotating by rule, and the pressure round's no-downside framing exists to keep the weakest server's moment safe.
Make it easier or harder
Easier: Move the serving line to half court or closer for the youngest, allow a coach's toss-assist for overhand learners, count any over-the-net contact as IN for week one, and shorten the chase loop.
Harder: Overhand only, add serve-type calls (FLOAT or TOPSPIN for advanced groups), shrink target zones to single cones, or require each player to serve from alternating sides of the service area.
Adapt it to your team
Small roster: Six players run two teams of three with relentless turnover and double the serves per player; the showdown finale works at any number.
Large roster: Sixteen players run two courts if available, or four teams of four on one court alternating race rounds, with a parent tallying each team's IN count at the net post.
Limited space: No net: serve over a rope between chairs or a line of cones at net height distance, with the chase loop around end markers. The serve mechanics and the racing structure survive intact.
Limited equipment: Four balls minimum keeps two teams flowing; two balls works with a slower loop. Cones for zones can be shirts, and the net can be any barrier at roughly the right height.
Safety
The net area is the hazard center: the around-the-post law is absolute, and post padding gets checked before the first sprint. Retrievers on the far court keep their heads up, since serves keep arriving while they chase; teach the incoming call BALL from servers who see a retriever in their landing zone, and pause the relay rather than serve at anybody. See the safety page for general guidance.